Change project organization

This commit is contained in:
2026-03-19 22:18:34 +01:00
parent 278b073501
commit 3c8709c834
39 changed files with 74 additions and 75 deletions

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class_name CurrencyGenerator
extends Node2D
## Handles generator economy behavior:
## - automatic production cycles
## - manual/hover click rewards with cooldown
## - purchasing and max-buy
## - generator state access through the GameState autoload
## Emitted after a successful purchase.
signal purchase_completed(amount: int, total_owned: int, total_purchased: int, total_cost: BigNumber)
## Emitted when a purchase is attempted but cannot be paid.
signal purchase_failed(requested_amount: int, required_cost: BigNumber, available_currency: BigNumber)
## Emitted when one or more automatic production cycles complete.
signal production_tick(amount: BigNumber, cycle_count: int, total_owned: int)
## Emitted after a successful buff purchase.
signal buff_purchased(buff_id: StringName, new_level: int, cost: BigNumber, cost_currency_id: StringName)
## Emitted when a buff purchase cannot be paid.
signal buff_purchase_failed(buff_id: StringName, required_cost: BigNumber, cost_currency_id: StringName)
## Sentinel exponent used when cost math overflows float range.
const HUGE_COST_EXPONENT: int = 1000000
## Currency target updated by this generator.
@export var currency: Resource
## Data resource containing balancing values and defaults (required).
@export var data: CurrencyGeneratorData
## Enables per-cycle automatic production when true.
@export var is_automatic: bool = true
## If true, `_on_pressed` buys one generator instead of granting click currency.
@export var press_buys_generator: bool = true
## If true, hovering grants click reward every cooldown without pressing.
@export var grants_click_while_hovering: bool = false
## Extra multiplier applied to automatic production output.
@export var run_multiplier: float = 1.0
## True while the pointer is inside the generator Area2D.
var _mouse_entered: bool = false
## Time left until next click/hover grant is allowed.
var _remaining_click_cooldown_seconds: float = 0.0
## Number of currently owned generators.
## Backed by GameState via this generator's resolved id.
var owned: int:
get:
_ensure_registered()
return GameState.get_generator_owned(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_owned(_generator_id, value)
## Lifetime purchased generators (does not decrease if ownership drops).
var purchased_count: int:
get:
_ensure_registered()
return GameState.get_generator_purchased_count(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_purchased_count(_generator_id, value)
## Whether this generator is unlocked for the player.
var is_unlocked: bool:
get:
_ensure_registered()
return GameState.is_generator_unlocked(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_unlocked(_generator_id, value)
## Whether this unlocked generator is currently visible/usable to the player.
var is_available: bool:
get:
_ensure_registered()
return GameState.is_generator_available(_generator_id)
set(value):
_ensure_registered()
GameState.set_generator_available(_generator_id, value)
## Accumulated elapsed time toward the next automatic production cycle.
var cycle_progress_seconds: float = 0.0
## Stable id used to store/read generator state in GameState.
var _generator_id: StringName = &""
## Prevents duplicate state registration in GameState.
var _is_registered: bool = false
## Resolves and registers this generator state before gameplay updates.
func _ready() -> void:
assert(currency != null, "Currency cannot be null")
assert(data != null, "Data cannot be null")
_generator_id = _resolve_generator_id()
_ensure_registered()
cycle_progress_seconds = 0.0
GameState.generator_state_changed.connect(_on_generated_state_changed)
## Updates click cooldown/click grants and runs automatic production cycles.
func _process(delta: float) -> void:
_remaining_click_cooldown_seconds = maxf(_remaining_click_cooldown_seconds - maxf(delta, 0.0), 0.0)
_try_handle_mouse_click()
if not is_automatic:
return
if not is_available_to_player():
return
if data == null or owned <= 0:
return
var cycle_seconds: float = maxf(data.initial_time, 0.0001)
cycle_progress_seconds += maxf(delta, 0.0)
if cycle_progress_seconds < cycle_seconds:
return
var completed_cycles: int = floori(cycle_progress_seconds / cycle_seconds)
cycle_progress_seconds -= cycle_seconds * float(completed_cycles)
_grant_cycle_income(completed_cycles)
## Adds automatic production from completed cycles and emits `production_tick`.
func _grant_cycle_income(cycle_count: int) -> void:
if data == null or cycle_count <= 0:
return
var effective_run_multiplier: float = run_multiplier * get_automatic_production_multiplier()
var per_cycle: float = data.production_per_cycle(owned, effective_run_multiplier, purchased_count)
if per_cycle <= 0.0:
return
var produced: BigNumber = BigNumber.from_float(per_cycle).multiply(BigNumber.from_float(float(cycle_count)))
_add_currency(produced)
production_tick.emit(produced, cycle_count, owned)
## Convenience helper for the next single-unit purchase cost.
func get_next_cost() -> BigNumber:
return get_cost_for_amount(1)
## Returns cumulative cost to buy `amount` units from current ownership.
func get_cost_for_amount(amount: int = 1) -> BigNumber:
if data == null:
return BigNumber.from_float(0.0)
var safe_amount: int = maxi(amount, 1)
var raw_cost: float = data.cost_for_amount(owned, safe_amount)
return _float_to_big_number(raw_cost)
## Checks whether enough target currency is available for `amount` units.
func can_buy(amount: int = 1) -> bool:
if not is_available_to_player():
return false
var cost: BigNumber = get_cost_for_amount(amount)
var current: BigNumber = _get_currency_amount()
return current.is_greater_than(cost) or current.is_equal_to(cost)
## Attempts to buy `amount` units and emits purchase success/failure signals.
func buy(amount: int = 1) -> bool:
if data == null:
return false
if not is_available_to_player():
return false
var safe_amount: int = maxi(amount, 1)
var total_cost: BigNumber = get_cost_for_amount(safe_amount)
if not _spend_currency(total_cost):
purchase_failed.emit(safe_amount, total_cost, _get_currency_amount())
return false
owned += safe_amount
purchased_count += safe_amount
purchase_completed.emit(safe_amount, owned, purchased_count, total_cost)
return true
## Computes and buys the maximum affordable units with current currency.
func buy_max() -> int:
if data == null:
return 0
if not is_available_to_player():
return 0
var available_currency: float = _big_number_to_float(_get_currency_amount())
var estimated_max: int = data.max_affordable(owned, available_currency)
if estimated_max <= 0:
return 0
# Keep max-buy accurate by validating affordability with BigNumber comparisons.
var low: int = 1
var high: int = estimated_max
var best: int = 0
while low <= high:
var mid: int = floori((float(low) + float(high)) * 0.5)
if can_buy(mid):
best = mid
low = mid + 1
else:
high = mid - 1
if best <= 0:
return 0
return best if buy(best) else 0
func get_buffs() -> Array[GeneratorBuffData]:
if data == null:
return []
return data.buffs
func get_buff_level(buff_id: StringName) -> int:
_ensure_registered()
return GameState.get_generator_buff_level(_generator_id, buff_id)
func get_buff_cost(buff_id: StringName) -> BigNumber:
var buff: GeneratorBuffData = _find_buff(buff_id)
if buff == null:
return BigNumber.from_float(0.0)
var level: int = get_buff_level(buff.id)
return buff.get_cost_for_level(level)
func get_buff_cost_currency_id(buff_id: StringName) -> StringName:
var buff: GeneratorBuffData = _find_buff(buff_id)
if buff == null:
return &""
return _resolve_buff_cost_currency_id(buff)
func can_buy_buff(buff_id: StringName) -> bool:
if not is_available_to_player():
return false
var buff: GeneratorBuffData = _find_buff(buff_id)
if buff == null:
return false
var current_level: int = get_buff_level(buff.id)
if not buff.can_purchase_next_level(current_level):
return false
var cost_currency_id: StringName = _resolve_buff_cost_currency_id(buff)
if cost_currency_id == &"":
return false
var cost: BigNumber = buff.get_cost_for_level(current_level)
var current_amount: BigNumber = GameState.get_currency_amount_by_id(cost_currency_id)
return current_amount.is_greater_than(cost) or current_amount.is_equal_to(cost)
func buy_buff(buff_id: StringName) -> bool:
if not is_available_to_player():
return false
var buff: GeneratorBuffData = _find_buff(buff_id)
if buff == null:
return false
var current_level: int = get_buff_level(buff.id)
if not buff.can_purchase_next_level(current_level):
return false
var cost: BigNumber = buff.get_cost_for_level(current_level)
var cost_currency_id: StringName = _resolve_buff_cost_currency_id(buff)
if cost_currency_id == &"":
return false
if not _spend_currency_by_id(cost_currency_id, cost):
buff_purchase_failed.emit(buff.id, cost, cost_currency_id)
return false
var next_level: int = current_level + 1
GameState.set_generator_buff_level(_generator_id, buff.id, next_level)
_apply_resource_purchase_buff(buff, next_level)
buff_purchased.emit(buff.id, next_level, cost, cost_currency_id)
return true
func is_buff_maxed(buff_id: StringName) -> bool:
var buff: GeneratorBuffData = _find_buff(buff_id)
if buff == null:
return true
return not buff.can_purchase_next_level(get_buff_level(buff.id))
func get_automatic_production_multiplier() -> float:
return _get_multiplier_for_buff_kind(GeneratorBuffData.BuffKind.AUTO_PRODUCTION_MULTIPLIER)
func get_manual_click_multiplier() -> float:
return _get_multiplier_for_buff_kind(GeneratorBuffData.BuffKind.MANUAL_CLICK_MULTIPLIER)
## Handles external "pressed" interaction: buy if configured, otherwise click-grant.
func _on_pressed() -> void:
if not is_available_to_player():
return
if press_buys_generator:
buy(1)
return
_try_grant_click_currency()
## Adds currency directly through the configured currency target.
func grant_currency(amount: BigNumber) -> void:
_add_currency(amount)
## Processes pointer interaction while hovering (hold click or hover-only mode).
func _try_handle_mouse_click() -> void:
if not _mouse_entered:
return
if not is_available_to_player():
return
if not (_grants_click_while_hovering() or Input.is_action_pressed("click")):
return
_try_grant_click_currency()
## Grants one click/hover reward if cooldown has elapsed.
func _try_grant_click_currency() -> void:
if data == null:
return
if _remaining_click_cooldown_seconds > 0.0:
return
_add_currency(_get_click_value())
_remaining_click_cooldown_seconds = _get_click_cooldown_seconds()
## Resolves click reward from data.
func _get_click_value() -> BigNumber:
if data == null:
return BigNumber.from_float(0.0)
var click_multiplier: float = get_manual_click_multiplier()
if click_multiplier <= 0.0:
return BigNumber.from_float(0.0)
var base_click: BigNumber = BigNumber.new(data.click_mantissa, data.click_exponent)
return base_click.multiply(BigNumber.from_float(click_multiplier))
## Resolves click cooldown from data.
func _get_click_cooldown_seconds() -> float:
if data == null:
return 0.0
return maxf(data.click_cooldown_seconds, 0.0)
## Resolves hover-only click-grant mode from node configuration.
func _grants_click_while_hovering() -> bool:
return grants_click_while_hovering
## Returns this generator's resolved state id.
func get_generator_id() -> StringName:
_ensure_registered()
return _generator_id
## Returns the configured currency id.
func get_currency_id() -> StringName:
return GameState.get_currency_id(currency)
## True when the generator is both unlocked and available.
func is_available_to_player() -> bool:
return is_unlocked and is_available
## Routes positive/negative currency deltas to the configured currency bucket.
func _add_currency(amount: BigNumber) -> void:
if currency == null:
push_error("CurrencyGenerator '%s' cannot add currency: currency resource is null." % String(name))
return
GameState.add_currency(currency, amount)
func _add_currency_by_id(currency_id: StringName, amount: BigNumber) -> void:
if currency_id == &"":
return
GameState.add_currency_by_id(currency_id, amount)
## Attempts to spend target currency; returns false when insufficient.
func _spend_currency(cost: BigNumber) -> bool:
if currency == null:
push_error("CurrencyGenerator '%s' cannot spend currency: currency resource is null." % String(name))
return false
return GameState.spend_currency(currency, cost)
func _spend_currency_by_id(currency_id: StringName, cost: BigNumber) -> bool:
if currency_id == &"":
return false
return GameState.spend_currency_by_id(currency_id, cost)
## Returns the current amount for the configured currency type.
func _get_currency_amount() -> BigNumber:
if currency == null:
return BigNumber.from_float(0.0)
return GameState.get_currency_amount(currency)
## Safely converts finite float values into BigNumber costs.
func _float_to_big_number(value: float) -> BigNumber:
if value <= 0.0:
return BigNumber.from_float(0.0)
if not is_finite(value):
return BigNumber.new(1.0, HUGE_COST_EXPONENT)
return BigNumber.from_float(value)
## Converts BigNumber to float for approximate estimate math.
func _big_number_to_float(value: BigNumber) -> float:
if value.mantissa <= 0.0:
return 0.0
if value.exponent > 308:
return INF
if value.exponent < -308:
return 0.0
return value.mantissa * pow(10.0, float(value.exponent))
func _find_buff(buff_id: StringName) -> GeneratorBuffData:
if data == null:
return null
return data.find_buff(buff_id)
func _resolve_buff_cost_currency_id(buff: GeneratorBuffData) -> StringName:
if buff == null:
return &""
var cost_currency: Resource = buff.cost_currency if buff.cost_currency != null else currency
if cost_currency == null:
return &""
return GameState.get_currency_id(cost_currency)
func _resolve_buff_target_currency_id(buff: GeneratorBuffData) -> StringName:
if buff == null:
return &""
var target_currency: Resource = buff.resource_target_currency if buff.resource_target_currency != null else currency
if target_currency == null:
return &""
return GameState.get_currency_id(target_currency)
func _get_multiplier_for_buff_kind(kind: GeneratorBuffData.BuffKind) -> float:
var multiplier: float = 1.0
for buff in get_buffs():
if buff == null:
continue
if buff.kind != kind:
continue
multiplier *= buff.get_effect_multiplier(get_buff_level(buff.id))
return maxf(multiplier, 0.0)
func _apply_resource_purchase_buff(buff: GeneratorBuffData, level: int) -> void:
if buff == null:
return
if buff.kind != GeneratorBuffData.BuffKind.RESOURCE_PURCHASE:
return
var target_currency_id: StringName = _resolve_buff_target_currency_id(buff)
if target_currency_id == &"":
return
var purchased_amount: BigNumber = buff.get_resource_purchase_amount_for_level(level)
if purchased_amount.mantissa <= 0.0:
return
_add_currency_by_id(target_currency_id, purchased_amount)
## Builds a stable state id from data id, node name, or fallback string.
func _resolve_generator_id() -> StringName:
if data != null:
var data_id: String = String(data.id)
if not data_id.is_empty():
return StringName(data_id)
if not String(name).is_empty():
return StringName(String(name))
return &"generator"
## Ensures this generator has a state entry in GameState.
func _ensure_registered() -> void:
if _is_registered:
return
if _generator_id == &"":
_generator_id = _resolve_generator_id()
if _generator_id == &"":
return
GameState.register_generator(_generator_id, _default_unlocked_state(), _default_available_state())
_register_buffs()
_is_registered = true
func _register_buffs() -> void:
for buff in get_buffs():
if buff == null:
continue
var buff_id_text: String = String(buff.id).strip_edges()
if buff_id_text.is_empty():
continue
GameState.register_generator_buff(_generator_id, StringName(buff_id_text), 0)
## Default unlocked state loaded from generator data.
func _default_unlocked_state() -> bool:
if data == null:
return false
return data.starts_unlocked
## Default available state loaded from generator data.
func _default_available_state() -> bool:
if data == null:
return false
return data.starts_available
## Area2D callback: pointer entered generator interaction region.
func _on_area_2d_mouse_entered() -> void:
_mouse_entered = true
## Area2D callback: pointer exited generator interaction region.
func _on_area_2d_mouse_exited() -> void:
_mouse_entered = false
func _on_generated_state_changed(generator_id: StringName, _state: Dictionary) -> void:
if generator_id == _generator_id:
visible = true

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uid://dtbxopw6ulhl8

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[gd_scene format=3 uid="uid://jeoiinukrrsp"]
[ext_resource type="Script" uid="uid://dtbxopw6ulhl8" path="res://core/generator/currency_generator.gd" id="1_4n4ca"]
[ext_resource type="Resource" uid="uid://brqaojindcxa5" path="res://idles/currencies/magic.tres" id="2_5tmvy"]
[ext_resource type="Resource" uid="uid://co0mcc2kvcpo5" path="res://idles/generators/primary_generator.tres" id="3_wx13b"]
[ext_resource type="Texture2D" uid="uid://bgtt3wu43tajh" path="res://icon.svg" id="4_ruf1h"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_y5m1q"]
size = Vector2(128, 128)
[node name="CurrencyGenerator" type="Node2D" unique_id=967969064]
script = ExtResource("1_4n4ca")
currency = ExtResource("2_5tmvy")
data = ExtResource("3_wx13b")
[node name="Sprite2D" type="Sprite2D" parent="." unique_id=807584513]
texture = ExtResource("4_ruf1h")
[node name="Area2D" type="Area2D" parent="." unique_id=707349247]
[node name="CollisionShape2D" type="CollisionShape2D" parent="Area2D" unique_id=1572620025]
shape = SubResource("RectangleShape2D_y5m1q")
[connection signal="mouse_entered" from="Area2D" to="." method="_on_area_2d_mouse_entered"]
[connection signal="mouse_exited" from="Area2D" to="." method="_on_area_2d_mouse_exited"]

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class_name CurrencyGeneratorData
extends Resource
@export var id: StringName = &""
@export var name: String = ""
@export var starts_unlocked: bool = true
@export var starts_available: bool = true
## Base cost and exponential growth (part I): cost_next = b * r^owned
@export var initial_cost: float = 10.0
@export var coefficient: float = 1.15
## Generator timing and output.
@export var initial_time: float = 1.0
@export var initial_revenue: float = 1.0
@export var initial_productivity: float = 1.0
## Milestone boosts (part I), e.g. every 25 purchased grant x2.
@export var milestone_step: int = 25
@export var milestone_multiplier: float = 2.0
## Optional purchased-only boost from derivative-style models (part II).
## Example: 0.05 means each purchased unit adds +0.05% to output.
@export var purchased_boost_percent: float = 0.0
## Manual click reward for this generator.
@export var click_mantissa: float = 1.0
@export var click_exponent: int = 0
@export var click_cooldown_seconds: float = 0.2
## Data-driven buffs purchasable for this generator.
@export var buffs: Array[GeneratorBuffData] = []
func find_buff(buff_id: StringName) -> GeneratorBuffData:
var expected_id: String = String(buff_id).strip_edges()
if expected_id.is_empty():
return null
for buff in buffs:
if buff == null:
continue
if String(buff.id) == expected_id:
return buff
return null
## Returns cost of next generator
func cost_next(owned: int) -> float:
return cost_for_amount(owned, 1)
## Geometric-series bulk-buy cost (part I):
## total = b * r^k * ((r^n - 1) / (r - 1))
func cost_for_amount(owned: int, amount: int = 1) -> float:
var safe_owned: int = maxi(owned, 0)
var safe_amount: int = maxi(amount, 0)
if safe_amount == 0:
return 0.0
if initial_cost <= 0.0:
return 0.0
if coefficient <= 0.0:
return INF
if is_equal_approx(coefficient, 1.0):
return initial_cost * float(safe_amount)
var r_to_owned: float = pow(coefficient, float(safe_owned))
var r_to_amount: float = pow(coefficient, float(safe_amount))
return initial_cost * r_to_owned * ((r_to_amount - 1.0) / (coefficient - 1.0))
## Closed-form max-buy estimate from available currency (part I):
## max = floor(log((c(r-1)/(b*r^k))+1) / log(r))
func max_affordable(owned: int, currency: float) -> int:
if currency <= 0.0:
return 0
if initial_cost <= 0.0:
return 0
if coefficient <= 0.0:
return 0
var safe_owned: int = maxi(owned, 0)
if is_equal_approx(coefficient, 1.0):
return maxi(0, floori(currency / initial_cost))
var denominator: float = initial_cost * pow(coefficient, float(safe_owned))
if denominator <= 0.0:
return 0
var inside: float = (currency * (coefficient - 1.0) / denominator) + 1.0
if inside <= 1.0:
return 0
return maxi(0, floori(log(inside) / log(coefficient)))
func milestone_count(owned: int) -> int:
if milestone_step <= 0:
return 0
return maxi(owned, 0) / milestone_step
func milestone_multiplier_total(owned: int) -> float:
if milestone_multiplier <= 1.0:
return 1.0
var count: int = milestone_count(owned)
if count <= 0:
return 1.0
return pow(milestone_multiplier, float(count))
func purchased_multiplier(purchased: int) -> float:
if purchased_boost_percent <= 0.0:
return 1.0
return 1.0 + (float(maxi(purchased, 0)) * purchased_boost_percent * 0.01)
func production_per_cycle(owned: int, run_multiplier: float = 1.0, purchased: int = -1) -> float:
var safe_owned: int = maxi(owned, 0)
if safe_owned == 0:
return 0.0
var purchased_count: int = safe_owned if purchased < 0 else maxi(purchased, 0)
var milestone_mult: float = milestone_multiplier_total(safe_owned)
var purchased_mult: float = purchased_multiplier(purchased_count)
return initial_productivity * float(safe_owned) * run_multiplier * milestone_mult * purchased_mult
func production_per_second(owned: int, run_multiplier: float = 1.0, purchased: int = -1) -> float:
return production_per_cycle(owned, run_multiplier, purchased) / maxf(initial_time, 0.0001)
## Returns value produced
func production_total(owned: int, multipliers: float) -> float:
return production_per_second(owned, multipliers)
func payback_seconds(owned: int, amount: int = 1, run_multiplier: float = 1.0, purchased: int = -1) -> float:
var safe_amount: int = maxi(amount, 1)
var upgrade_cost: float = cost_for_amount(owned, safe_amount)
if not is_finite(upgrade_cost):
return INF
var next_owned: int = maxi(owned, 0) + safe_amount
var projected_rate: float = production_per_second(next_owned, run_multiplier, purchased)
if projected_rate <= 0.0:
return INF
return upgrade_cost / projected_rate
func income_to_cost_ratio(owned: int, amount: int = 1, run_multiplier: float = 1.0, purchased: int = -1) -> float:
var safe_amount: int = maxi(amount, 1)
var upgrade_cost: float = cost_for_amount(owned, safe_amount)
if upgrade_cost <= 0.0 or not is_finite(upgrade_cost):
return 0.0
var projected_rate: float = production_per_second(maxi(owned, 0) + safe_amount, run_multiplier, purchased)
return projected_rate / upgrade_cost

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uid://b00tqsuhxdy0d

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class_name GeneratorBuffData
extends Resource
enum BuffKind {
AUTO_PRODUCTION_MULTIPLIER,
MANUAL_CLICK_MULTIPLIER,
RESOURCE_PURCHASE,
}
const HUGE_EXPONENT: int = 1000000
@export var id: StringName = &""
@export var kind: BuffKind = BuffKind.AUTO_PRODUCTION_MULTIPLIER
@export_multiline var text: String = ""
@export var icon: Texture2D
@export var max_level: int = -1
@export_group("Effect")
@export var base_effect: float = 1.0
@export var effect_increment: float = 0.1
@export_group("Cost")
@export var cost_currency: Resource
@export var base_cost_mantissa: float = 10.0
@export var base_cost_exponent: int = 0
@export var cost_multiplier: float = 1.5
@export_group("Resource Purchase")
@export var resource_target_currency: Resource
@export var resource_purchase_base_mantissa: float = 10.0
@export var resource_purchase_base_exponent: int = 0
@export var resource_purchase_increment_multiplier: float = 1.2
func can_purchase_next_level(current_level: int) -> bool:
if max_level < 0:
return true
return maxi(current_level, 0) < max_level
func get_effect_multiplier(level: int) -> float:
var safe_level: int = maxi(level, 0)
return maxf(base_effect + (effect_increment * float(safe_level)), 0.0)
func get_cost_for_level(level: int) -> BigNumber:
var safe_level: int = maxi(level, 0)
var base_cost: BigNumber = BigNumber.new(base_cost_mantissa, base_cost_exponent)
if base_cost.mantissa <= 0.0:
return BigNumber.from_float(0.0)
if cost_multiplier <= 0.0:
return BigNumber.new(1.0, HUGE_EXPONENT)
var growth: float = 1.0
if not is_equal_approx(cost_multiplier, 1.0):
growth = pow(cost_multiplier, float(safe_level))
if not is_finite(growth):
return BigNumber.new(1.0, HUGE_EXPONENT)
return _scale_big_number(base_cost, growth)
func get_resource_purchase_amount_for_level(level: int) -> BigNumber:
var safe_level: int = maxi(level, 0)
var base_amount: BigNumber = BigNumber.new(resource_purchase_base_mantissa, resource_purchase_base_exponent)
if base_amount.mantissa <= 0.0:
return BigNumber.from_float(0.0)
if resource_purchase_increment_multiplier <= 0.0:
return BigNumber.from_float(0.0)
var growth: float = 1.0
if not is_equal_approx(resource_purchase_increment_multiplier, 1.0):
growth = pow(resource_purchase_increment_multiplier, float(safe_level))
if not is_finite(growth):
return BigNumber.new(1.0, HUGE_EXPONENT)
return _scale_big_number(base_amount, growth)
func get_effect_description(level: int) -> String:
var safe_level: int = maxi(level, 0)
match kind:
BuffKind.AUTO_PRODUCTION_MULTIPLIER, BuffKind.MANUAL_CLICK_MULTIPLIER:
return "x%.2f" % get_effect_multiplier(safe_level)
BuffKind.RESOURCE_PURCHASE:
return "+%s" % get_resource_purchase_amount_for_level(safe_level).to_string_suffix(2)
_:
return "-"
func _scale_big_number(base_amount: BigNumber, scale: float) -> BigNumber:
if base_amount.mantissa <= 0.0:
return BigNumber.from_float(0.0)
if scale <= 0.0:
return BigNumber.from_float(0.0)
if not is_finite(scale):
return BigNumber.new(1.0, HUGE_EXPONENT)
return base_amount.multiply(BigNumber.from_float(scale))

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